The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
I always disliked how BHS worked. Where medkits give temporary hp and most random items heal certain parts. NOW HAS NEW EXPERIMENTAL TARKOV BHS MODE This mod is my attempt at making BHS fun and immersive instead of just "use a if b, use c if d". Look in the description for a list of changes
WITH UPDATE 0.8 ALL NON-MEDICAL ANIMATIONS HAVE BEEN SEPARATED INTO A SISTER MOD
THE MOD WAS PRIMARILY DEVELOPED FOR GAMMA, HOWEVER IT SHOULD WORK FINE FOR ANY ANOMALY INSTALL.
FOR ARTEFACT HEALING TO WORK ON ANYTHING BUT GAMMA YOU NEED TO CHANGE ARTEFACT CLASSNAMES AND HEALING VALUES IN THE ARTEFACT HEALING SCRIPT
REQUIRES DLTX, LIKE ANY NORMAL MOD THESE DAYS.
REQUIRES AND OVERWRITES ORIGINAL BODY HEATH SYSTEM BY GROK.
REQUIRES FDDA(to not crash).
UNSURE BUT MAYBE REQUIRES T.H.A.P
After the install go to BHS MCM menu and reset to defaults
AFTER THE INSTAL GO TO BHS MCM MENU AND RESET TO DEFAULTS
For best effects have Voiced Actor mod installed for psy mechanics to work.
The github link: Github.com - always has the newest version
MOD IS CONSTANTLY BEING DEVELOPED SO EXPECT CHANGES TO HAPPEN FREQUENTLY.
Compatibility mods to different UI mods: Github.com
All new items are sold by medics. Some new items also added to flea market and butcher's shop. As well as a lot of different traders that don't have medics nearby.
Suggestions and ideas related to BHS are appreciated, as i myself am trying to figure out how to balance things out
Keep in mind these values: Legs and Arms have 10HP per limb. Torso and Head have 22HP per limb.
That means total amount of hp is: 84HP
That is double of what basic BHS has to make 1HP matter less in the system making balancing easier.
No, boosting HP does not make limbs survive more damage. Everything is scaled.
Credits:
bvcx for detailed item descriptions mod.
ilrathCXV for campfire and artefact healing scripts.
DokBrok for BHS Evolution mod that inspired this one.
Skyww - for base injector animation. Extended them to all injectors.
EFTMO mod for the new meds.
Teivaz for porting all the used animations from gunslinger
0.87 Update(not the big one)
- Experimental mode bugfix for death prevention(rewrote it)
- on_update to 250ms intervals instead of each update. Lag fix if any, but should do nothing at all.
- Adjustements to painkillers, default suggested values in mcm.
- Localization files update
- Craft recipes redone
- "No old ammo in the wheel" compatibility(Gamma)
(i have so much to do and not much time. Notes keep increasing)
0.86E Update
- Actor damage balancer update to match gamma 0.91. Reinstall using New ADB option
0.86D Update
- Reduced weapon out delay for bandages(Mirror of Enhanced anims - medical)
0.86C Update
- Skinning without a knife out is done with a hunting knife, always. Fix for gamma tomahawk.
0.86B Update
- Crafting recipes added
0.86A Update
- Fomod edited to better convey information
0.86 Update
- New default BHS hud - thanks to chilichocolate
- Fix for painkiller effect not being recalculated after healing
- Dynamic damage threshold adjustement based on damagescale(no visible effect)
- Small fix for torso surgery display
- Fomod installer. Yes, it has finally happened, folks.
0.85A Hotfix
- Fix for leftover variable (gamma users)
0.85 Hotfix
- Rewritten all mechanics on healing, splinting and surgery to match the quality of the latest additions.
- Removed some hard to maintain features.
0.81B(C) Hotfix
- Fix for missing model crash after removing the mod(nowscript will remove akvatabs and other vanilla changed items too)
- Fix for forgotten sounds
0.81 Hotfix
- Included forgotten .ppe file for latest ADB version.
- Updated included FDDA Enhanced Animations mod
0.8 Beta:
Additions and rebalancing:
- New Experimental BHS mode. Tarkov-like limb system. Vanilla HP only acts as a wellness indicator and cannot be healed with medkits. Only vinca and the usual ways of resting, artefacts,etc. Enables below feature automatically.
- Above can be buggy when the system prevents a death, as a callback fires but is cancelled by the script. Depends on installed mods. An alternative way can be used if this proves too buggy.
- Combined with the above change - damage bleedthrugh from destroyed limbs to every other limb. If you take damage in the destroyed limb the damage is split between all the other limbs. Can be turned on/off
- Limb damage multiplier added to MCM menu.
- Small-ish balancing changes to painkillers that are too much to list.
- Added bone breaking sound effect and feedback to notify the player when their limb(s) reach 0 HP.
- Update/reworked the damage system. Changes should not be noticeable unless you go into code.
- Fall damage multiplier added to mcm. Fall damage should be goddamn scary.
- Explosives are VERY scary and do damage to all limbs. You really dont want to experience it.
- Update hit detection to more accurately tell what limb was hit.
- Removed legacy features.
- Grok's Actor Damage Balancer and Progressive Rad Damages compatibility patches.(Gamma requires both)
- Non-medical enhanced animations separated into a sister mod. FDDA enhanced animations.
Fixes:
- Fixed FDDA anims crash. Mod is fully DLTX now.
- Fixed arm/legs minimal hp settings to correctly apply.
- General bugfixing of everything not touched by changes, which is not much.
Update 0.63 Beta:
- Dynamic item spawns,item rewards,new game loadouts DLTX item injection
- Safe deletion utility to safely delete all new items
- Loot injection for new items. Now they can be looted from bodies.
Hotfix 0.6A:
- Fixed mutant harvest animation
- Added FDDA MCM unlocker for gamma and vanilla users.
Update 0.6 Beta:
Additions and rebalancing:
- Bandages and tourniquets now work instantly instead of over time.
- Vodka's are now painkillers of different power.
- To be able to sprint with broken legs you now need painkiller power 3 and above. Vodkas provide up to 2.
- Psy mechanics for SJ stims. Now they lower your max psy health but increase resistance and regeneration the lower your psy health is. (EXPERIMENTAL)
- A lot more traders sell new items now, and old ones should be fixed, hopefully.
- Compatibility patch for Coffee if the zone to use better anims.
- Damage to limbs increased by 25%. Hopefully losing limbs will be more frequent.
Fixes:
- Painkillers active time is now tracked a lot better, so level transitions wont extend their duration. Nor saving/loading will extend/decrease it. Deviation will be very small % wise.
- Detailed description compatibility now has fixed encoding for dot symbols
- Default detailed description script fixes(included by default, not compat)
- Artefact healing now wont work if you dont have PBA mod installed. Meaning if you want to use it in base anomaly you need to patch it. I would do that if i had vanilla classnames and values for them - it is not hard at all.
- General bugfixing for main script
- DLTX bugfixing to make sure included mods are not overwritten by standalone versions of same mods.
- Animation files bugfixing to change as little as possible compared to base FDDA + asnen's. Now should be 100% compatible as no old anims are overwritten or deleted.
- Damage threshold lowered back to 3% like default. Now consumable items are tracked and wont deal damage to limbs
- Renamed Enchaned UI compat to "Enhanced GUI". Got confused about names
Update 0.42
- Hotfix for a couple of bugs. Like setting splint charges to 1 because apparently i need to specify that item can only be used once.
Update 0.41:
- Hotfix for a retard dev commenting out an "end" breaking everything and only noticing 5 hours later
Update 0.4:
- Campfire and artefact limb healing update(GAMMA ARTEFACTS ONLY)
(scripts from ilrathCXV)
- fixes for description override mod to not delete footers
- Sprinting now uses HP of the lowest limb for calculations
- If limb HP reaches 0 for any leg run speed becomes minimal(counter with painkillers)
Update 0.35H:
- Hotfix for cocaine damaging your limbs(too real). Will fix any item that damages you <=6% of your HP
Update 0.35:
- Fix for grok_radiation_damage script. Now should theoretically actually work for any anomaly install.
- Fixed typo in language files for alu_splint.
- Fixed dynahud compat crashing for some people(still idk why i dont).
- Renamed compats for easier understanding.
- Fix for grok_radiation_damage script. Now should theoretically actually work for any anomaly install.
- Fixed typo in language files for alu_splint.
- Fixed dynahud compat crashing for some people(still idk why i dont).
- Renamed compats for easier understanding.
Average
9.637 votes submitted.
Отличная работа.
Как насчет анимации табака и марихуаны?
В FDDA анимации на них отсутствую, но скидывали по отдельности + текстуры
Moddb.com
Так же нет анимации на чай Бороды. Так же где то её скидывали на сайте
Все НЕ медицинские анимации перекинуты в другой отдельный мод. Там все это есть. Moddb.com
Еще вопрос... У меня не работает шкала радиация, еще начиная с первой версии вашего дополнения. Не подскажите, куда копать? В чем может быть проблема?
Хмм. Посмотрю почему не работает
0.86 Update
- New default BHS hud - thanks to chilichocolate
- Fix for painkiller effect not being recalculated after healing
- Dynamic damage threshold adjustement based on damagescale(no visible effect)
- Small fix for torso surgery display
- Fomod installer. Yes, it has finally happened, folks.
0.86A Update
- Fomod edited to better convey information
If my limb reaches 0 HP I use CMS, then medkit and it heals normaly to full hp without the splint. And yes I have checked broken limb mechanics in the MCM, also its fresh save just to test out the mechanics.
I cant replicate this behaviour. If surgery is used medkits cant heal the limb without splinting, unless either splinting is disabled or medkits ignoring splinting is enabled.
What other settings did you change?
I found the problem, I used the CMS like tarkov option. Now it works.
CMS like tarkov makes CMS restore 40% of the limb HP to whatever limbs it heals instead of applying surgery points like surgical tools.
updated Spanish translation, ogg-comment sounds corrected
Drive.google.com
Планируются в будущем отдельные анимации использования шины , хирургического набора и так далее ?
Если мне кто-то поможет сделать анимации - да.
Иначе надо ждать пока я сам научусь
the surgery items dont appear in the debug menu? i tried looking for them but couldnt find them
They are in the medical section. If you cant find them then you did something wrong in the install.
I can help you if you find the mod thread in anomaly discord:
Discord.gg
i installed normally with the fomod, idk what i did wrong because there's not really an option to do wrong with a fomod, installed with the patches that i need, the mod works, i just cant find the new items
im the same person but i wrote this on my phone and i wasnt logged in
I dont know what could be the problem. It works fine for everyone else. I'd like screenshots and more details on load order of the mod. Moddb aint the best place for such troubleshooting
can't provide a screenshot rn but i put it after its conflicting addons, bhs-fdda-thap-ui rework-then this mod, i put both enhanced fdda anims last
FDDA Enhanced anims - medical is a part of this mod. You install it only if you dont want to use this mod
(shouldn't cause issues i think, but still)
i see thanks for the info
I would like to know what effects or penalty the torso has when it reaches (0)?
None for now. I need to implement satiety and hydration loss on low torso HP, as well as stamina. That is what is planned
excellent, it's the same thing I thought it should have, 2...the weapon sway mod has the possibility of holding your breath to improve your aim, it would be something that would be penalized by having a broken torso
Como se instala??? No me abre, le puse el thap, fdda y no funciona
Install the same way you install other mods. In the installer select the options you want
I found a small error in this file:
mod_system_eftmeds_bhsro
in the following lines
[sj1]: booster
$spawn = "food and drugs\medkit"
visual = dynamics\eft_meds\itm_stim_sj6.ogf
correction
[sj1]: booster
$spawn = "food and drugs\medkit"
visual = dynamics\eft_meds\itm_stim_sj1.ogf
Good find. Fixed for next update
Pretty cool so far, much better than the original BHS, especially with the level of customization you've allowed.
I'm struggling to find the new med items, maybe a side effect of applying to an existing playthrough.
Also, as a suggestion on what to do for the Body and Head penalties, I think for head taking full damage you could perhaps cause a constant but slow sleepiness and drunkenness increase to simulate a severe concussion. It should result in horrible screen shake and intermittently passing out.
As for body damage, I think a penalty to toughness modifiers, and perhaps also stamina would simulate broken ribs/being winded pretty well.
Lastly, and I'm not sure if it's because of a conflict, but the radiation bar is seemingly not functioning. I'm running Arszi's Rad Overhaul and Arrival anomalies which both affect radiation, but not the UI elements directly as far as I'm aware. (nothing is overwriting this mod in my load order, using Enhanced GUI 0.5 loaded before this, and with your patch)
New med items should show up on medic's trade list when they refresh, as well as some traders that dont have medics backing them up(like sidor). As well as in loot
Well head is instant death, but body would be satiety and water loss. Just need to figure out a good way to do that. Its coming with the bleeding damage update i wanna do(bleed would damage limbs in exp. mode instead). As well as fractures when taking a lot of damage at once or falling.
Yeah idk why radiation bar is not working. I based this on gamma and it has radiation bar disabled, but i cant figure out how to turn it back on lmfao.
Yeah it was just taking a little while to update, all showing now.
As for the radiation bar, maybe compare to HUD mods that have it working, I know the "Stalker 2" HUD definitely does. In the meantime, maybe just remove the bars. Happy to help with this if you know which .dds files they're from.
Radiation bar is integrated into BHS hud itself.
I compared all my stuff to other UI mods and didn't see the difference when it comes to radiation bar
Hey, could you please tell me how to remove the radiation bar? It doesn't work for me either. I removed the rad bar in the 'ui_body_health_system3.dds' & 'ui_body_health_system3.pdn' file (simply deleted it) but there is still a black bar where the radiation bar used to be. If you could point me to the file where to remove the black bar/rad bar completely, I'd be very grateful! Thank you!
your addond drop fps 5-7% idk why and how work it but its true(
I never noticed much FPS drops really compared to usual BHS.
there could be some on taking a hit because of all the console printouts(not really) but that will be hidden behind a debug switch in mcm.
Do you use dynahud(dynamic hud)?
dynamic hud that comes with your addon? then no
Compatibility comes with the mod. But the hud is a separate mod.
Its the only possible explanation for the fps hit i could think of.
Есть ли возможность сделать мод совместимым с базовой аномали с nav's masks?
Я честно пытаюсь, но в гамма как-то сложно намудрили с custom_msgs, я не совсем понимаю гамма изменения этого файла
Вот, сделал. Там всего надо добавить строки для BHS вниз файла. Проверить не могу, но вот: Cdn.discordapp.com
Спасибо! Я проверю работоспособность и отпишу, если что!
Всё работает, спасибо!
Hits fps pretty hard, the longer you play without restarting the game the lower fps goes. Once I played 3 hours straight and got under 25fps no matter where I was, normally I have around 100. With this mod installed I get around 70 which slowly goes down the longer I play. Alsa turning on BHS hud in the corner ("H" key) adds few frames and lowers it by few when truning off. Great mod anyway.
Do you use dynahud(dynamic hud)? I have a problem like this with dynahud. It goes down when you loot bodies.
This is why i never use dynahud
Yes I use Dynahud and no fps loss at all, playing for
about 2 weeks now without your addon and everything is allright so it is your mod that causes fps drops over time.
I mean when you had the fps drop problem. Did you use dynahud? Trying to troubleshoot it but i know for me it only happens if using dynahud. There is no performance impact when dynahud is not used
Disabled Dynahud, tried different combination without it and it really seems that you are right, but most of the times when I try to load new game I get this:
!!!DLTX ERROR Attemped to override section 'adrenalin', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: h:/stalker anomaly 1.5.1/bin/..\gamedata\configs\items\items\animations_settings.ltx, mod file mod_animations_settings_othermeds_bhsro.ltx
!!!DLTX ERROR Attemped to override section 'adrenalin', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: h:/stalker anomaly 1.5.1/bin/..\gamedata\configs\items\items\animations_settings.ltx, mod file mod_animations_settings_z_eftmeds_bhsro.ltx
Edit: Funny even without BHS Rewrok I get this line:
!!!DLTX ERROR Attemped to override section 'adrenalin', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: h:/stalker anomaly 1.5.1/bin/..\gamedata\configs\items\items\animations_settings.ltx, mod file mod_animations_settings_othermeds_bhsro.ltx
its from your addon too, the medical animations enchanced for FDDA
FDDA Enhanced animations are made by me and separated from this mod in case people want anims without the overhaul. Using it with this mod is not a good idea since it already includes it.
This is perfection, I've been looking for a balance mod like this for a long time, keep up the great work Mirrowel.
Quick question, I'm trying to make the blue bar that appear when hovering over an item to heal a limb expand further to the right, I'd like to make it more visible, what xml do I need to modify to do so? Thanks in advance.
It is so small because it shows how much surgery HP it will give(aka how much will be restored once you splint it). All items restore to 1 HP so bar only shows 1 hp.
Idk why i didn't think of just highlighting the entire limb in blue if surgery is used. I will do that in the next update as it makes sense.
I dont get alu splints either for start loadout or in traders.
Start loadouts dont have them i think outside of factions like ISG.
Alu splints are sold at level 2 medic or some traders that dont have a medic nearby